|
Ben's small bible
of realistic multiplayer leveldesign
by Benjamin Bauer
"an article describing how
to make a multiplayer level
from scratch to the end for a realistic setting"
go
to 'page 3 of the article "Ben's small bible of realistic multiplayer
leveldesign"
Improvements
With Tactic Elements - Introduction
So far I have been talking mainly about strategic
elements, but the player also needs some really good tactical possibilities.
The player doesn't necessarily see your strategic deliberations but he
directly sees your tactical ones, so be sure that they are good and fresh.
After forming your basic plan, you can already build a very rough version
of your map in your editor. It is a good idea to test your map by running
around while timing how long it takes to get to different areas of the
map. If you find that it takes you 2 minutes to run to the allocated battle
zone and the other team takes only 30 seconds, then you should really
change your strategy layout. Move the battle zone or slow down/speed up
the players in certain areas so that everything works fine again. This
will be explained in more depth later in the article; just never forget
to test your map at an early stage with a clock.
go
back to index
Improvements
With Tactic Elements - Battelareas - Introduction
Battle areas are the places where the two teams
meet if they start running from their spawn points with the same speed.
If you have a game where not every player has the same speed, you should
think carefully about where to place your battle areas. You need to make
them big enough so that; if the slowest player and the fastest one want
to reach the field, the faster one should have an advantage (e.g. reaching
a good sniper spot without any real danger or jumping into the alternative
tunnel without seen by the enemy). Here, you can already see that tactical
elements are really important to support the different kind of players
you have. A large sniper area should normally have an alternative route
inside for really fast scouts. Even a big CQB warehouse should have a
longer hallway between the crates for some mid range fighting.
go
back to index
Improvements
With Tactic Elements - Battelareas - Basic Rules
Before we take a look at your example maps, we
must learn some basic rules of battle areas. I'll try to explain the basic
intention of these rules in small, understandable sketches, feel free
to improve them and don't use so many crates like I'm doing it here. These
sketches are solely for the intention of demonstrating these rules. The
rest of the design might not really be perfect, but it's is the intention
that really matters. If I am talking about entrances, it is not always
simply a doorway into a big room; it could also be a roof, a canyon, or
a hill. It just depends on the situation.
- 1) There should be always more than
one entrance to a battle area for each team (or the only entrance should
have enough cover in front so there are at least two possibilities to
appear in the area).
- There is nothing more stupid than when the
player knows that in 12,3sec the opponent player will come through that
specific door. If the level design makes player movements too predictable,
then it is a bad level design!

In the first situation I placed some crates in
front of the entrance. Now the other player can either come around the
right or the left side of the boxes, or perhaps he can even jump on
the top of them and perform a surprise action. Of course, there is a
mass of different possibilities to enhance it, not just two or three
ways but especially with nice architecture.
The second possibility is similar but a little bit more confusing for
the player. At the beginning he might think there are two completely
different ways. Soon he will notice that both ways lead to the same
result. Of course, this depends on the distance between the two entrances
and the distance to the lurking enemy. For a sniper who is 150m away,
it's quite a lot easier to protect these two entrances than for a rifleman
who can only be 20m away. If you really only have two ways for each
team to enter the battle area, it is always good if one of the enemies
can never see both entrances clearly from an advanced position.
2) Campers should never have an easy
life!
When you place your tactical elements,
always take a look at where there might be typical camper positions.
If you have such a situation, be sure that he can never see all entrances
to the battle area, and that the opponent always has a fair chance to
move around him and shoot him from behind. If you have an important
door which a camper might hide behind, make a second door near the first
one. If there is a good position to see both doors, place an object
(e.g. a crate/pillar/bush) in front of one of the doors to obscure the
camper's vision. Always remember that sniper positions might also make
very good camper positions, so they should be treated the same way!
If you want sniper positions in your field, every team should have a
minimum of two, and they all should be able to see each other. A sniper
position, in this case, is a single spot. If you have a big hill or
a house with some windows for snipers, it is enough because you can
never predict exactly where they will appear. The best way to defeat
a sniper is with a counter-sniper. Both snipers should have more then
one position to attack from, otherwise it might become boring and the
only challenge is to reach the position as quickly as possible. At least
one sniper position should be bad, and every sniper position should
have a counter-sniper position. If one sniper position is too powerful,
then it could easily become very frustrating

The first example is typical. The player wants
to run out of the battle area but there is a nasty camper behind the
crates. In this situation he might have some problems. The player is
able to jump on the big crate in the middle or he can go around the
big crate from the left and the right side. The left side has an additional
way to appear from another situation. It is impossible for a camper
to hide next to the crates and protect himself from all areas of attack.
For the second situation I chose another well-known problem. A camper
might be able to hide very well in the yellow field (bushes/rocks/etc.)
and protect the north entrance. Even the small crate in front won't
change a lot, but a simple walk around reduces the advantage of this
camper area drastically, especially if the east entrance is on a higher
level than the north one.
Another good solution to weaken campers is to give the players a chance
to use their special equipment or to use the special features of your
engine. For example, you have to cross a long tunnel and you know that
there is someone with a sniper rifle at the end just waiting for you
to jump down. Why not make it easy for the player to throw a flashbang
inside or quickly run to the entrance of the tunnel into an alternative
route which you can only reach with the help of a smoke grenade? Of
course the smoke can also comes out of a pipe or you can switch off
the light, etc. It is the same with windows; a grid always looks nice
but if it makes it too difficult to blow out the sniper with a grenade
then it is bad for the gameplay.
In my sketches, I only work with easy elements like walls and crates.
With more complex architecture and interesting terrain, you should find
enough new situations to avoid the widespread camper problem. You will
never prevent it completely but this will make it more fair and fun.
3) Give the player enough tactical
possibly, make him unpredictable.
If there is only one big cover in the middle
of your area it's quite easy to know where your enemy might be. If you
see a grenade falling next to your foot, it would be cool if the enemy
doesn't always know that you have to come around a certain corner to
find him. The player should be able to move less predictably through
the field. It is quite boring to know that in every round/match, very
similar situations will happen.
If your area is just flat without any higher levels, it doesn't just
look boring, it is also bad for cool tactics and the enemies normally
always know at which height is/are your head/nuts. A good terrain and
architecture with different floors is really a blessing! You can prevent
a lot of complex cover placement with some hills and valleys. Firefights
between levels of different height are always fun in urban environments,
especially if you can switch them quickly. Terrain levels might give
a fresh variation of different views (e.g. from a high hill you can
see behind the rocks where you presume a nasty camper is hiding, or
down in the valleys you can see below the car and shoot at the feet
of enemies who might hide behind it). You really have to check all different
kinds of positions and their tactical possibilities and be sure that
everything is fun & balanced!
Use alternative kinds of cover; soft cover (e.g. bushes, grass), half
cover (e.g. small boxes, trees), and full cover (e.g. big rocks, house).
For example, if you want to prevent the sniper in the upper window seeing
the roof on the right side, just place a tree in-between. Now only lucky
hits and covering fire through the tree might be a success and in a
lower level, the tree trunk is a nice half cover. If you want one team
to be able to pass easily from one big cover to another, just place
several bushes there. However, as soon as they are spotted, they might
have a real big problem. Such elements can not only be tactical and
funny for the stealth player, they can also be exciting too. Sadly,
it is true that a lot of level designers forget to include these soft
cover elements (bushes etc).

This is just a simple example of tactical variations.
The player is coming out of the south entrance. He can choose between
the left and the right way around the crates (full cover), to reach
the other boxes. Behind this crate he has four different possibilities:
the two different sides of the box (normal), the tunnel which leads
into the house (surprise change, higher level) or jumping into the trench
to sneak forward (stealth way and higher level). If he chooses the right
way at the beginning he can go into the house (CQB and windows are half
covers), in the watch tower (sniper point) or he can climb on the roof
of the house (high level) with a few air-conditioning ducts (half cover).
At the end of the house he has some bushes (soft cover) which might
help him to sneak forward but won't help him if he is on the roof.
4) Include special ways for special
players.
No, I don't want to tell you again that you should
include stealth and rush ways. Real special ways should support people
who like to take extreme risks or absurd ways to really surpass the
enemy. I wouldn't say that this is a must to have in every battle area,
but a few in your level would really increase the fun factor. I'm thinking
about hard jump combinations (e.g. to reach another floor which you
can use to walk around your enemy, or to reach the upper part of a tree
to hide inside). Other special ways would be secret and hard to find;
climbing tracts or areas which you can only reach together with a teammate
(i.e. a ladder). I don't think I have to make a special sketch for this
last rule, just don't forget the pro and hard-core players might really
thank you for such small ideas.
Imagine a main battle area like a large room which
gives the player a lot of different possibilities to cross it. If you
add some more, smaller routes to improve the tactical possibilities in
your battlefield, then treat them the same as you would the strategic
routes. For example, the short way is fast but more dangerous and the
longer/more difficult one could make it easier to avoid campers. There
should be never an ultimate route (or routes) or an ultimate position.
Everything must have advantages and disadvantages depending on the type
of player! Keep this in mind and try to follow these rules as closely
as possible, and the players will have some really exciting firefights
in your level.
Don't be afraid to force the players to move fast on some ways or to stop
them if you have to. If you don't want the players to cross the square
very quickly, just place the only good cover at the border (in the middle
there is some kind of 'death zone' every smart player will avoid). If
you want the player to move a little bit faster, just make a bigger hallway
with no cover and you'll see that every clever guy starts running here.
Okay, you don't always need to make it so hard but sometimes you have
to, especially if you have moving missiongoals like VIPs or flag carriers.
I'll talk more about this topic later.
go
back to index
go
to 'page 5 of the article "Ben's small bible of realistic multiplayer
leveldesign"
back
to 'articles'

|
|